53 research outputs found

    ImpaCT2: learning at home and school: case studies

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    Strand 3 explored the nature of teaching and learning involving ICT in various settings, with a focus on the views of pupils, teachers, and parents. Working in 15 of the 60 schools selected for Strands 1 and 2, this project focused on: learning and teaching environments; learning and teaching styles; and the impact of networked technologies on the perceptions of teachers, managers, pupils and parents. ImpaCT2 was a major longitudinal study (1999-2002) involving 60 schools in England, its aims were to: identify the impact of networked technologies on the school and out-of-school environment; determine whether or not this impact affected the educational attainment of pupils aged 8 - 16 years (at Key Stages 2, 3, and 4); and provide information that would assist in the formation of national, local and school policies on the deployment of ICT

    What Happens to Digital Feedback? Studying the Use of a Feedback Capture Platform by Care Organisations

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    In this paper we report on a four-month long field trial of ThoughtCloud, a feedback collection platform that allows people to leave ratings and audio or video responses to simple prompts. ThoughtCloud was trialled with four organisations providing care services for people with disabilities. We conducted interviews with staff and volunteers that used ThoughtCloud before, during and after its deployment, and workshops with service users and staff. While the collection of feedback was high, only one organisation regularly reviewed and responded to collected opinions. Furthermore, tensions arose around data access and sharing, and the mismatch of values between ‘giving voice’ and the capacity for staff to engage in feedback practices. We contribute insights into the challenges faced in using novel technologies in resource constrained organisations, and discuss opportunities for designs that give greater agency to service users to engage those that care for them in reflecting and responding to their opinions

    ImpaCT2: the impact of information and communication technologies on pupil learning and attainment

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    The report explores the impact of networked technologies on patterns of use of ICT in English, Mathematics and Science at Key Stages 2, 3 and 4 and the relative gain for high ICT users versus low ICT users in each of these subjects. This publication reports primarily on the outcomes of Strand 1, but draws on some material from the other strands of the study. ImpaCT2 was a major longitudinal study (1999-2002) involving 60 schools in England, its aims were to: identify the impact of networked technologies on the school and out-of-school environment; determine whether or not this impact affected the educational attainment of pupils aged 8 - 16 years (at Key Stages 2, 3, and 4); and provide information that would assist in the formation of national, local and school policies on the deployment of ICT

    Emotion Work in Experience-Centred Design

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    Experience Centred Design (ECD) implores us to develop empathic relationships and understanding of participants, to actively work with our senses and emotions within the design process. However, theories of experience-centred design do little to account for emotion work undertaken by design researchers when doing this. As a consequence, how a design researcher’s emotions are experienced, navigated and used as part of an ECD process are rarely published. So, while emotion is clearly a tool that we use, we don’t share with one another how, why and when it gets used. This has a limiting effect on how we understand design processes, and opportunities for training. Here, we share some of our experiences of working with ECD. We analyse these using Hochschild’s framework of emotion work to show how and where this work occurs. We use our analysis to question current ECD practices and provoke debate

    The Futures of Computing and Wisdom

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    There has been an increasing interest in discussing the consequences of the technologies we invent and study in HCI. Whether it is climate change, ethical computing, capitalist and neo-liberal models of commerce and society, grassroots movements, big data or alternative paradigms in distributed systems, this workshop will invite participants to explore these consequences and ask how we move forward with responsibility and new forms of knowing and knowledge. We invite participants to join us, as we cast forward fifty years to 2068 to imagine the future of wisdom, and to reflect on how we got there. By writing Fictional Abstracts, an abstract from a research paper yet to be written, we will unpick critical tensions in the advancement of computing over the next decades. The workshop will develop perspectives on the futures of computing and critically reflect on the assumptions, methods, and tools for enabling (and disabling) such futures

    Supporting Self-Care of Adolescents with Nut Allergy Through Video and Mobile Educational Tools

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    Anaphylaxis is a life-threatening allergic reaction which is rapid in onset. Adolescents living with anaphylaxis risk often lack the knowledge and skills required to safely manage their condition or talk to friends about it. We designed an educational intervention comprising group discussion around videos of simulated anaphylaxis scenarios and a mobile application containing video-based branching anaphylaxis narratives. We trialed the intervention with 36 nut allergic adolescents. At 1-year follow-up participants had improved adrenaline auto-injector skills and carriage, disease- and age-specific Quality of Life and confidence in anaphylaxis management. At 3-year follow-up adrenaline carriage improved further and confidence remained higher. Participants expressed how the education session was a turning point in taking control of their allergy and how the app facilitated sharing about anaphylaxis with others. We contribute insights regarding design of mobile self-care and peer-support applications for health in adolescence, and discuss strengths and limitations of video-based mobile health interventions

    Material Food Probes:Personalized 3D Printed Flavors for Intimate Communication

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    Interactions with food are complex, integrating rich multisensory experiences within emotionally meaningful social contexts. Yet, the opportunities to explore food as material resource for emotional communication have been less explored. We describe a two-month project with 5 couples centered on the co-design of personalized flavors for intimate communication, which were experienced through an explorative three day study involving a 3D food printer in participants’ homes. We discuss the value of our findings indicating preferences for both remembered and imagined positive flavors and their integration in focal intimacy practices to support emotional coregulation. We also discuss material food probes and their value for exploring and inspiring both design-with and design-around food
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